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author | Rémi Verschelde <rverschelde@gmail.com> | 2021-08-03 17:27:45 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2021-08-05 13:48:43 +0200 |
commit | de2c2be19bed9f78be627045fb671367b2b93122 (patch) | |
tree | cacdc888b9e0afa64d2b80b0d1faf8480064bd57 /scene/gui/shortcut.h | |
parent | 1eff610e2bd71521db6d0f4fee25a641e1c7bdd6 (diff) |
Shortcut: Rename `shortcut` property to `event`
Having a property which has the same name as its class leads to confusing
situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut`
which has a `shortcut` property of type `InputEvent`).
Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event`
to better reflect what the methods check.
Diffstat (limited to 'scene/gui/shortcut.h')
-rw-r--r-- | scene/gui/shortcut.h | 12 |
1 files changed, 5 insertions, 7 deletions
diff --git a/scene/gui/shortcut.h b/scene/gui/shortcut.h index ea91f29b5d..249dd1971f 100644 --- a/scene/gui/shortcut.h +++ b/scene/gui/shortcut.h @@ -37,20 +37,18 @@ class Shortcut : public Resource { GDCLASS(Shortcut, Resource); - Ref<InputEvent> shortcut; + Ref<InputEvent> event; protected: static void _bind_methods(); public: - void set_shortcut(const Ref<InputEvent> &p_shortcut); - Ref<InputEvent> get_shortcut() const; - bool is_shortcut(const Ref<InputEvent> &p_event) const; - bool is_valid() const; + void set_event(const Ref<InputEvent> &p_shortcut); + Ref<InputEvent> get_event() const; + bool matches_event(const Ref<InputEvent> &p_event) const; + bool has_valid_event() const; String get_as_text() const; - - Shortcut(); }; #endif // SHORTCUT_H |